6 new categories and 72 new items added to the shop!Fake forum EC for posting doubled everywhere to help pay for them!
0 Members and 2 Guests are viewing this topic.
"How should it work? Normally, the reaction is supposed to happen immediately...so for PBEM, what is a better approach than PMing the target and asking him what to select for said reaction?"Basically, in PBEM, the AI runs a player's faction during other players' turns. This AI can't conduct normal diplomacy, but it does have some influence. Suppose all players are human and the Peacekeepers attack the Hive. The Morganites, who are allied to both players, might very well have their AI declare war on the Peacekeepers. It's not a huge problem but it can get your units expelled from friendly territory. During sunspot activity, it can be a true pain.To answer your question, suppose the Peacekeepers send a probe into the Hive instead of attacking. The Hive detect the probe. Currently, the Peacekeepers will get a little message asking whether they'd prefer to downgrade relations or to let themselves off with a stern rebuke. Can we delay the message to appear at the start of the Hive's turn?
No. Don't want to replace any nominations. Don't mind arguing pointlessly, though. To continue the example, if Peacekeepers are detected, they can still decide to take the first strike.
I'm not sure, if this was mentioned:- ability to turn off so-called "mineral unity pod." The one, that gives minerals to the closest base up to completion.Usually it is tedious to micromanage bases to get the largest amount of minerals one can. Not to mention abusing this feature to instabuild Secret Projects by inserting into building item some very expensive unit/crawler.Some unity pod outcomes get possibility of turning them off in the scenario editor, but not this one.Alternative would be to cap minerals at some quantity. 20? 30? or 40? Yet this would not eliminate micromanagement.
Would it be possible to get extra resources out of forests with high planet same as with fungus?